Going this low, every polygon should be used to aid the forms, silhouette or deformation. Sometimes joints should be segmented for this reason. Also, you can use a lot of alpha planes to "trick" shapes and concepts into your character.
The comp's final image presented in PSP screen format. This is very small, and you can get away with a lot of simplified parts as long as they still convey the same message. A good example is a flat polygon for the entire foot or strips for the fingers. Do you really need more than that? If the foot is always flat on the ground, the player can only look down at it, so it doesn't need more.
Simplifying face detail and letting the texture do the work.
very exaggerated model shapes push a small character further. Take RTS art for example, major character points are often exaggerated in scale, such as heads, hands and feet so that they look better or more recognizable as a small character on screen. An RTS horse's hooves would be pen points if they were modeled realistically.
EDIT: A great way to improve your silhouette (profile); render the character with a black material, make the front and back profile exciting, the correct a bit in perspective. It'll help.
thank you for you advice.. here is a hopfully optimized version with less polys but better forms.. only 746 tris now.. and with a buged of 30000 I don´t think I have to go less low.. crits? http://mitglied.lycos.de/frogsspace/char/zombie_wip02.jpg
looking much better! you probably don't need the extra vert in the elbow pit, only on the rear side. (it's not like he's going to bend his elbow the other way around... right? you never know, he's a zombie after all )
great stuff!
keep it up!
Replies
Going this low, every polygon should be used to aid the forms, silhouette or deformation. Sometimes joints should be segmented for this reason. Also, you can use a lot of alpha planes to "trick" shapes and concepts into your character.
The comp's final image presented in PSP screen format. This is very small, and you can get away with a lot of simplified parts as long as they still convey the same message. A good example is a flat polygon for the entire foot or strips for the fingers. Do you really need more than that? If the foot is always flat on the ground, the player can only look down at it, so it doesn't need more.
Simplifying face detail and letting the texture do the work.
very exaggerated model shapes push a small character further. Take RTS art for example, major character points are often exaggerated in scale, such as heads, hands and feet so that they look better or more recognizable as a small character on screen. An RTS horse's hooves would be pen points if they were modeled realistically.
EDIT: A great way to improve your silhouette (profile); render the character with a black material, make the front and back profile exciting, the correct a bit in perspective. It'll help.
http://mitglied.lycos.de/frogsspace/char/zombie_wip02.jpg
edit 1:
or better 666 tris(zombie-devil-yeah)?
http://mitglied.lycos.de/frogsspace/char/zombie_wip03.jpg
edit 2:
ok reducing even more (face)..652 now:
great stuff!
keep it up!